Gilt "Hardluck" Botherstone

Fixer, Finder, and Man-About-Town


Race: Halfling
Class: Rogue
Level: 10
Incremental Advances:

STR: 8 / -1
CON: 10 / 0
DEX: 21 / +5
INT: 17 / +3
WIS: 8 / -1
CHA: 21 / +5

AC: 23 (12+0+10+1)
PD: 23 (12+0+10+1)
MD: 24 (10+3+10+1)

Hit Points: 144 (Base 6×24)
Recoveries: 8 (1d8 xlvl + CON)
Initiative: +10 +5 +4 = 18

Thief +5 +10 + stat
Networker +5 +10 + stat
Gambler +5 +10 + stat

Icon Relationships:
Trickster 2 (positive)
Merchant Prince 2 (positive)
Invoker 1 (positive)

Basic Attack:
Melee/Ranged: DEX + Lvl v. AC
Hit Dmg: Weapon (7d8) + 2xDEX
Miss Dmg: Lvl.

General Feats:
Improved Initiative (+4 to Initiative)
Further Backgrounding (A) (+2 Background points)

Racial Powers:
Small: +2 AC vs. Opportunity Attacks
Evasive: 1x/battle, may force enemy to reroll an attack at -2

Class Features:
Momentum: +Momentum when you hit with an attack, -Momentum when I am hit by an enemy attack.

Sneak Attack: 1x/round, with Rogue melee attack vs. target engaged by an ally, gain bonus damage die: +7d6

Trap Sense: On an even natural skill failure vs. trap can reroll. Trap attack is natural odd, can force trap to reroll.

Smooth Talker: Once per day, convince your GM with an amazing line of patter while you are using social skills to speak or interact with NPCs associated with a particular icon. If the GM is convinced by your patter, roll a normal save (11+). If you succeed, for the rest of the day you can function as if you have a 2-point positive relationship with the icon who seems to be in play. Thanks to your amazing gift of gab, for a short time, it’s more or less true. (Note that these points replace any points you normally have with the icon rather than adding to them.) Failure on the Smooth Talk save generally arouses suspicions.
Adventurer Feat: Add your Charisma modifier to your Smooth Talk save rolls.
Champion Feat: Success with your Smooth Talk talent gives you a 3-point positive relationship instead.
Epic: Even if you fail the save, get a 2 point conflicted relationship with the icon.

Swashbuckle: Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. Yes, it’s improv night at the rogue show, and you’re the star baby, the star. You’ll probably want to make an attack as part of the stunt, and that’s alright, but you’ll need to roll normally for the attack. The fun is doing something outrageous like dodging between the legs of giants, vaulting on a 12-foot pole over the heads of onrushing orcs, or cutting open bags of flour just in time to make them go poof and daze several foes for a round.

Thievery: You have the Thief background (by any name that feels fun, engaging, and correct for your character’s background) at its full possible bonus of +5, without having to spend your normal background points on it.

Flying Blade:
Ranged attack
Special: You must use a small bladed weapon with this attack.
Target: One nearby creature
Attack: Dexterity + Level + 2 vs. AC = 17
Hit: WEAPON (10d8) + 3xDexterity + 2 (17) damage, and if one of your allies is engaged with the target, you can use your Sneak Attack damage for the round.
Miss: Damage equal to your level (10).
Adventurer Feat: If you score a critical hit with flying blade, the target is also dazed (–4 attack) until the end of your next turn.
Champion Feat: As long as one of your allies is engaged with the target, your flying blade attack rolls no longer need to be even to add your Sneak Attack damage.
Epic Feat: You can use flying blade with any ranged weapon.

Death’s Twin
Momentum power
Standard action on your turn; you must spend your momentum
Effect: You can make two basic attacks at any point during your turn, each against a different target. You only regain momentum if your second attack hits.

Harmless Misdirection
Momentum power
At-Will (once per round)
Interrupt action; requires momentum
Trigger: You miss with a melee attack while an ally is engaged with the target.
Effect: You can pop free from the target, and the target can’t attack you during its next turn as long as your ally remains engaged with it.

Swift Dodge:
Momentum power
At-Will (once per round)
Interrupt action; requires momentum
Trigger: You are hit by an attack against AC or PD.
Effect: The attacker must reroll the attack.
Champion Feat: The power also triggers on an attack against PD.
Epic Feat: The attack reroll takes a –2 penalty.

Momentum power
At-Will (once per round)
Interrupt action; you must spend your momentum
Trigger: A melee (or ranged v. AC) attack misses you.
Effect: The attack hits a different enemy you are engaged with instead, but deals only half damage.

Sure Cut:
Melee attack
Special: You must have momentum and be able to deal your Sneak Attack damage to the target if you hit.
Target: One enemy
Attack: Dexterity + Level + 2 vs. AC = 17
Hit: WEAPON (10d8) + 3xDexterity + 2 (17) damage.
Miss: Deal your Sneak Attack damage + damage equal to your level (10).

Tumbling Strike:
Melee attack
Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).
Attack: Dexterity + Level + 2 vs. AC = 17
Hit: WEAPON (10d8) + 3xDexterity + 2 (17) damage.
Miss: Damage equal to your level (10).

Slick Feint:
Melee attack
First Target: One enemy engaged with you
Attack: Charisma + Level + 2 vs. MD = 17
Hit: The target is dazed until the end of your next turn, and you can make an improved attack against a second target.
Miss (First Target): Your attack action is over; the feint was a screw-up.
Second Target: A different enemy from the first target that is engaged with you
Attack: Dexterity + Level + 2 + 2 vs. AC = 19
Hit: WEAPON (10d8) + 3xDexterity + 2 (17) damage.
Miss (Second Target): Damage equal to your level (10).

Thief’s Strike:
Note: This is a bonus 3rd level power for rogues with the Thievery talent; other rogues can choose it if they like.
Melee attack
Target: One enemy
Attack: Dexterity + Level + 2 vs. PD = 17
Hit: Half of WEAPON (10d8) + 3xDexterity + 2 (17) damage (including Sneak Attack damage if any), and roll a normal save. If you succeed, you can pickpocket an item from the target that they are not holding. (If you roll 16+, the target doesn’t realize you pickpocketed them.)

True Targeting
Momentum power
Interrupt action OR free action on your turn; you must spend your momentum
Trigger: An invisible or otherwise hidden enemy attacks you, or you try to attack an invisible or hidden enemy.
Effect: The attacker’s invisibility isn’t going to work on you. It might work against your allies, but you see through it and can tell where the creature is well enough to target it normally or be aware of its imminent attack.

Light Armor
Brace of sneaky daggers +2
x5 Daggers (1d8)
Giant comedy cleaver (crimson caps)
Magic pinky ring (+1 to defenses, folks think I belong)
Hat of disguise
Dire tiger tooth
Necklace with 4 fire opals from Fae necromancer’s tower (Necklace of Fireballs)
Magicians bubbling green vial

Gold: 660
Adventuring kit


Abdiel = manager
Claire = “Sparkle”

Delilah Botherstone wanted to be rich. This wasn’t such a hard thing to ask right? She was a young, attractive halfling, surely wealth was just lying around for someone like her to take.

She came out west to find her fortune and ended up selling her body in Las Vegas… just for a bit, you see, until she got her feet under her and some of her plans and ventures came through.

That’s when she met him; a man who had more money than he could ever spend in one lifetime. Surely he would need Delilah’s help. She had expensive tastes, and he could help slake them. She pulled out all the stops and was delighted when he fell for her seductions.

She told him she loved him. She told him there would be no other men than him. He seemed to buy it, for a time… but something about the way her eyes didn’t quite light up when she said those words started to bother him, and clever Delilah realized he was bothered. Surely if she gave him a son he would see her love was genuine.

Sure enough, the baby boy worked for a while. Delilah named him “Gilt”, though, which may have been a clue to what she really cared about. Ultimately young Gilt’s father figured it all out and left Delilah. Destitute and back to square one, Delilah in turn left Gilt.

Gilt has grown up on the streets of Vegas. He learned a few things from his mother… how to work a room, how to sniff out the whales and the high rollers and make himself useful to them. Much like his mother, though, he can get a bit impatient and impulsive. He knows that there are big scores to be had in the casinos, if only he could get a streak of good luck…

Gilt "Hardluck" Botherstone

High Rollers ardhanari